ouch_m 2: abort_m [CANCELLED]
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Re: ouch_m 2: abort_m [v1.1f2]
This needs a Padoru dlc
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Re: ouch_m 2: abort_m [v1.1f2]
Maybe for Christmas.
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Re: ouch_m 2: abort_m [v1.1f2]
I know I'm late to the party but good grief, I haven't laughed so hard in my entire life. I got all the weapons and everything I was already laughing my butt off and then I found it....I found the cowboy hat.
After this mod there is literally nothing that can beat this amount of memes and goofs. I can't even.....
I can't even....
After this mod there is literally nothing that can beat this amount of memes and goofs. I can't even.....
I can't even....
Spoiler:
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Re: ouch_m 2: abort_m [v1.1f2]
yeah you are genius, the Abort Button makes me "crash" get it
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Re: ouch_m 2: abort_m [v1.1f2]
Try it powered up, that's an even cleverer touch, and it's a shame Icarus didn't notice it.
Spoiler:
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Re: ouch_m 2: abort_m [v1.1.1]
Today marks the 1st anniversary of ouch_m's conception. And as such, I am pleased to announce two things. One, is the release of abort_m 1.1.1.
And the second... oh boy... Some of you may have heard about it if you're around Discord.
ouch_m 3 is coming
And the second... oh boy... Some of you may have heard about it if you're around Discord.
ouch_m 3 is coming
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Re: ouch_m 2: abort_m [v1.1.1]
more like oh yesTheAdamantArchvile wrote:Oh no
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Re: ouch_m 2: abort_m [v1.1.1]
when i run the mod with the latest version, it just gives this error:
Script error, "abort_m_v1.1.1.pk3:zscript.txt" line 1:
Version mismatch. 3.6.0 expected but only 3.3.0 supported
Script error, "abort_m_v1.1.1.pk3:zscript.txt" line 1:
Version mismatch. 3.6.0 expected but only 3.3.0 supported
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Re: ouch_m 2: abort_m [v1.1.1]
Have you read the (very important) part of the post right after the download link where it says "requires GZDoom 3.6.0 or later"?
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Re: ouch_m 2: abort_m [v1.1.1]
Wonder if he just misread the message. I've commented on its bad wording before. Anyway, massive thanks for actually adding Fukkireta to the list. Lon's version too. I was pretty overjoyed to see it out of the blue like that.
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Re: ouch_m 2: abort_m [v1.1.1]
I'm guessing you also understand why the pickup becomes a baguette.
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Re: ouch_m 2: abort_m [v1.1.1]
forgot to replace the old engine in my folder, oops. but thanks for helping anyway
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Re: ouch_m 2: abort_m [v1.1.1]
Only vaguely, it's something to do with Teto. Also I used this as the pickup sprite for my local version.Marisa Kirisame wrote:I'm guessing you also understand why the pickup becomes a baguette.
EDIT: Are enemies supposed to be able to target themselves when salty? I say leave it like that if it was unintended because it's hilarious seeing an Imp rake themselves to death, or a Chaingunner unloading into a wall.
EDIT2: Also if you can manage to salt an Astolfo (tricky to actually hit them but possible) then they do funny things if they choose themselves. Salty enemies will also sometimes target corpses with Universal Gibs. Video.
EDIT3: (last one I swear) the Big P's vertical aiming seems way off.
EDIT4: I'm seeing some occasional mod crashes on using the berserk ouch face.
Code: Select all
VM execution aborted: tried to read from address zero.
Called from OuchXplodBig.StateFunction.1 at :zscript/w_ouch.zsc, line 210
Called from state OuchXplodBig.1 in OuchXplodBig
Code: Select all
adding gzdoom.pk3, 629 lumps
adding zd_extra.pk3, 132 lumps
adding doom2.wad, 2919 lumps
adding immerse/, 104 lumps
adding damnums/, 166 lumps
adding targetspy/, 281 lumps
adding universalgibs/, 40 lumps
adding dcs.pk3, 16 lumps (Demon Counterstrike)
adding mapsofchaos-ok.wad, 656 lumps
adding ch.pk3, 7253 lumps (Colourful Hell)
adding abort_m/, 794 lumps